MondSemmel
Chieftain
- Joined
- May 23, 2008
- Messages
- 86
Kind of realistic don't you think? Undead taking slaves? Maybe creating more skeletons would be a better choice![]()
Undead taking slaves? No. But I thought Summons had no free will (otherwise they also wouldn't be limited to one's number of Adepts who can summon skeletons). If they had a free will/their own agenda, what stops them from killing their own masters? And if they have no free will, the same thing that makes them not kill their masters ought to make them not kill their prey if their masters command it. Besides, if the enslaving chance is 25%, then in 75% of the cases, the enemy still dies, even against living units. Having about one in four opponents of a skeleton survive sounds realistic to me, and even if it didn't, it makes sense gameplay-wise.
This isn't what makes Slavery useful, its the pop-rushing ability.
I know that, but part of the Slavery civic is getting slaves, and to me, these slaves seem worse than they could/should be for balancing reasons. I'm not suggesting to make the pop-rushing any better, of course, I know that's very powerful. Besides, the pop-rushing is really strong, but not really unique, and we already know it from normal civ4/bts. Slaves are a new feature in FFH and therefore deserve to be useful to add to the game's depth.
Besides, by rushing buildings, you sacrifice your slaves instead of using 2 slaves as a worker or using them for the Freak Show/Arena as Balseraphs, and right now this drawback seems hardly worth it.
I'm sorry if this doesn't belong in this thread, though.
Making assumptions into rules is not a nice thing to to.![]()
I think the point was that it was not listed in the changes and therefore is either an undocumented change or a bug. That's the only known thing, the rest is speculation

Besides, right now, the AI probably can't handle this, and that's a huge issue.
@ Kael: What about the Bug with Sidar-Units of Level 6 not being able to shade? I think its quite a major bug for the playablitiy of the Sidar.
This is supposed to be fixed in patch a. See this item: "3. Fixed the Wane spell.". I haven't tested it yet, though.